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Hey @Peeling, Sorry for the reviving of an old thread, i've found your script you wrote above very helpful in understanding how to use the gyro,...
I have an entity which I have both in-scene instances which are automatically converted and dynamically instantiated versions. On the dynamically...
Of course I manage to resolve my issue after I post about it... I found that I can assign a physicsMaterial in the Create() method. So i made a...
Im dynamically spawning a bunch of entities which I am dynamically resizing. In order to affect the colliders scale i am making a new Physics...
Hi there, I've noticed that there are 2 large textures from unity ads that get auto included into the build: [Unity] 8.0 mb 3.0%...
We are having issues building for android where our build is stripping stuff that is needed by our asset bundles, which results in graphical...
We have since worked out that having the build target set to windows x86 will produce different asset hashes to x86_64. We have resolved our issue...
Hi there, I am currently having an issue where building asset bundles for the same project on different computers is resulting in different hash's...
Has anyone found any solutions to this? My team is on unity 2017.4.22 and one of our machines can build the asset bundles just fine, whereas every...
This script has saved me so much hassle when trying to find dependencies for my asset bundles. Thanks very much!